Academic literature on the topic 'Virtual sensing technologies'

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Journal articles on the topic "Virtual sensing technologies"

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Zhao, Bing. "Application of GIS, GPS, Remote Sensing Technologies and Virtual Reality in Environmental Planning." Electronics Science Technology and Application 7, no. 4 (2021): 96. http://dx.doi.org/10.18686/esta.v7i4.162.

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<span lang="EN-US">Environmental planning is a systematic work with large-scale issues and big difficulties. This article briefly discusses GIS, GPS, remote sensing technologies (3S technologies) and virtual reality (VR), and verifies that these technologies can provide assistance for environmental planning. On this basis, this article focuses on the application of 3S technologies and VR in environmental planning, such as point processing, line processing and surface processing, constructing geometric virtual environment and image virtual environment. In order to maximize roles of these
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Gale, Fred, Francisco Ascui, and Heather Lovell. "Sensing Reality? New Monitoring Technologies for Global Sustainability Standards." Global Environmental Politics 17, no. 2 (2017): 65–83. http://dx.doi.org/10.1162/glep_a_00401.

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In the 1990s, civil society organizations partnered with business to “green” global supply chains by setting up formal sustainability standard-setting organizations (SSOs) in sectors including organic food, fair trade, forestry, and fisheries. Although SSOs have withstood the long-standing allegations that they are unnecessary, costly, nondemocratic, and trade-distorting, they must now respond to a new challenge, arising from recent developments in technology. Conceived in the pre-Internet era, SSOs are discovering that verification systems that utilize annual, expert-led, low-tech field audit
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Armando, Ngombo, André Rodrigues, Vasco Pereira, Jorge Sá Silva, and Fernando Boavida. "An Outlook on Physical and Virtual Sensors for a Socially Interactive Internet." Sensors 18, no. 8 (2018): 2578. http://dx.doi.org/10.3390/s18082578.

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The Internet keeps changing at a rapid pace, driven mainly by the emerging concepts and applications that make it aware of the physical world and responsive to user context. The Internet of Things (IoT) concept is quickly giving way to more advanced and highly interactive environments that go well beyond the mere sensing of the physical world. Today, in addition to traditional electronic devices, IoT sensing/actuating includes both software and human-based entities. This paper provides an outlook on the future of sensing/actuating approaches on the Internet at large, which we see increasingly
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Suchman, Lucy. "Configuring the Other: Sensing War through Immersive Simulation." Catalyst: Feminism, Theory, Technoscience 2, no. 1 (2016): 1–36. http://dx.doi.org/10.28968/cftt.v2i1.28827.

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This paper draws on archival materials to read two demonstrations of FlatWorld, an immersive military training simulation developed between 2001 and 2007 at the University of Southern California’s Institute for Creative Technologies. The first demonstration is a video recording of a guided tour of the system, staged by its designers in 2005. The second is a documentary created by the US Public Broadcasting Service as part of their “embedded” media coverage of the system while it was installed at California’s Camp Pendleton in 2007. I critically attend to the imaginaries that are realized in th
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Palma, Gianpaolo, Sara Perry, and Paolo Cignoni. "Augmented Virtuality Using Touch-Sensitive 3D-Printed Objects." Remote Sensing 13, no. 11 (2021): 2186. http://dx.doi.org/10.3390/rs13112186.

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Virtual reality (VR) technologies have become more and more affordable and popular in the last five years thanks to hardware and software advancements. A critical issue for these technologies is finding paradigms that allow user interactions in ways that are as similar as possible to the real world, bringing physicality into the experience. Current literature has shown, with different experiments, that the mapping of real objects in virtual reality alongside haptic feedback significantly increases the realism of the experience and user engagement, leading to augmented virtuality. In this paper
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Korneichuk, A. I., and V. I. Semenov. "The territorial development plan as a virtual reality." Geodesy and Cartography 928, no. 10 (2017): 40–49. http://dx.doi.org/10.22389/0016-7126-2017-928-10-40-49.

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Territorial development planning is a process of converting strategies into programs and programs into plans and projects like 3D digital models of the terrain and construction complexes. Many problems of Territorial Management in the construction industry (planning, projecting, engineering, monitoring, decision making) require the intelligent management system to operate with information, which was produced using sometimes incomplete or uncertain data. Such system was built by using new information technology (IT) and cybernetic approaches to the territorial management. A number of powerful t
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Wang, Ping, Xin Gao, Rong Xin Fu, Si Yu Han, Xiao Jing Fang, and Xiao Ou Liu. "The Construction of Augmented Reality Teleoperation System with Force Feedback." Applied Mechanics and Materials 494-495 (February 2014): 1064–67. http://dx.doi.org/10.4028/www.scientific.net/amm.494-495.1064.

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Aiming at the time delay of telecommunication problem and the real-time correction problem in path planning, this paper presents a telerobot system based on augmented reality technology and force feedback technology. The core is the dynamic integration of live streaming video of the remote scene and virtual robot, and applying the force feedback sensing and control technologies to solve robotic arms path planning problem. Experiment proves that the system can basically solve the delay problem and make up for the limitation of merely relying on virtual reality simulation technology.
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Wins, Peter, Aryabrata Basu, and Kyle Johnsen. "Do-It-Yourself Interface Device Prototyping for Virtual Reality." International Journal of Virtual Reality 11, no. 3 (2012): 43–48. http://dx.doi.org/10.20870/ijvr.2012.11.3.2849.

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the off-the-shelf virtual reality community is well aware of the wide variety of inexpensive and robust tracking and display technologies that have emerged from the entertainment industry in recent years. Alongside these developments, there has also been a vast improvement in the accessibility and usability of hobbyist-grade electronics components, which make incorporating lower-level sensing and actuation components into virtual reality systems feasible for even novices in electronics. Combined, these developments have formed the foundation for a renaissance of do-it-yourself interface device
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Ullah, Israr, Shakeel Ahmad, Faisal Mehmood, and DoHyeun Kim. "Cloud Based IoT Network Virtualization for Supporting Dynamic Connectivity among Connected Devices." Electronics 8, no. 7 (2019): 742. http://dx.doi.org/10.3390/electronics8070742.

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Internet of Things (IoT) is considered one of the future disruptive technologies and has attracted lots of research attention in the recent past. IoT devices are tiny sensing or actuating devices attached to daily life objects, capable of sending sensing data and receiving commands. Cloud computing technology provides tremendous computing and storage capacity over the Internet to overcome limited resources of IoT devices. Many studies are conducted on IoT device virtualization in the cloud environment to facilitate remote access and control. In the future, IoT devices will be accessed through
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Rohs, Michael, and Georg Essl. "Sensing-Based Interaction for Information Navigation on Handheld Displays." Advances in Human-Computer Interaction 2008 (2008): 1–11. http://dx.doi.org/10.1155/2008/450385.

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Information navigation on handheld displays is characterized by the small display dimensions and limited input capabilities of today’s mobile devices. Special strategies are required to help users navigate to off-screen content and develop awareness of spatial layouts despite the small display. Yet, handheld devices offer interaction possibilities that desktop computers do not. Handheld devices can easily be moved in space and used as a movable window into a large virtual workspace. We investigate different information navigation methods for small-scale handheld displays using a range of senso
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Dissertations / Theses on the topic "Virtual sensing technologies"

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Zhang, Xinmin. "Development and Application of Virtual Sensing Technologies in Process Industries." Kyoto University, 2019. http://hdl.handle.net/2433/242442.

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Alexandre, Ricardo José Farinha. "Wearable and IoT technologies application for physical rehabilitation." Master's thesis, 2018. http://hdl.handle.net/10071/17829.

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This research consists in the development an IoT Physical Rehabilitation solution based on wearable devices, combining a set of smart gloves and smart headband for use in natural interactions with a set of VR therapeutic serious games developed on the Unity 3D gaming platform. The system permits to perform training sessions for hands and fingers motor rehabilitation. Data acquisition is performed by Arduino Nano Microcontroller computation platform with ADC connected to the analog measurement channels materialized by piezo-resistive force sensors and connected to an IMU module via I2C.
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Books on the topic "Virtual sensing technologies"

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Jain, Lakhmi C., Sheryl Brahnam, Bill Kapralos, and Anthony Lewis Brooks. Recent Advances in Technologies for Inclusive Well-Being: From Worn to Off-body Sensing, Virtual Worlds, and Games for Serious Applications. Springer, 2018.

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Book chapters on the topic "Virtual sensing technologies"

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Bevacqua, Elisabetta, Amaryllis Raouzaiou, Christopher Peters, et al. "Multimodal Sensing, Interpretation and Copying of Movements by a Virtual Agent." In Perception and Interactive Technologies. Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11768029_16.

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Zhang, Li. "Exploitation in Context-Sensitive Affect Sensing from Improvisational Interaction." In Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23456-9_51.

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Basavaraju, N. M., T. Shreekanth, and L. Vedavathi. "An Adaptive Thresholding Approach Based on Improved Harris Corner Detection for Estimation of Built up Region from Remote Sensing Images." In Intelligent Communication Technologies and Virtual Mobile Networks. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-28364-3_48.

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Wong, Man Sing, Xiaolin Zhu, Sawaid Abbas, Coco Yin Tung Kwok, and Meilian Wang. "Optical Remote Sensing." In Urban Informatics. Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-15-8983-6_20.

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AbstractApplications of Earth-observational remote sensing are rapidly increasing over urban areas. The latest regime shift from conventional urban development to smart-city development has triggered a rise in smart innovative technologies to complement spatial and temporal information in new urban design models. Remote sensing-based Earth-observations provide critical information to close the gaps between real and virtual models of urban developments. Remote sensing, itself, has rapidly evolved since the launch of the first Earth-observation satellite, Landsat, in 1972. Technological advancements over the years have gradually improved the ground resolution of satellite images, from 80 m in the 1970s to 0.3 m in the 2020s. Apart from the ground resolution, improvements have been made in many other aspects of satellite remote sensing. Also, the method and techniques of information extraction have advanced. However, to understand the latest developments and scope of information extraction, it is important to understand background information and major techniques of image processing. This chapter briefly describes the history of optical remote sensing, the basic operation of satellite image processing, advanced methods of object extraction for modern urban designs, various applications of remote sensing in urban or peri-urban settings, and future satellite missions and directions of urban remote sensing.
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Peddiraju, Pronay, and P. Swarnalatha. "Research Analysis of Development Pipelines in Augmented and Virtual Reality Technologies." In Big Data Analytics for Satellite Image Processing and Remote Sensing. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-3643-7.ch006.

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The purpose of this chapter is to observe the 3D asset development and product development process for creating real-world solutions using augmented and virtual reality technologies. To do this, the authors create simulative software solutions that can be used in assisting corporations with training activities. The method involves using augmented reality (AR) and virtual reality (VR) training tools to cut costs. By applying AR and VR technologies for training purposes, a cost reduction can be observed. The application of AR and VR technologies can help in using smartphones, high performance computers, head mounted displays (HMDs), and other such technologies to provide solutions via simulative environments. By implementing a good UX (user experience), the solutions can be seen to cause improvements in training, reduce on-site training risks and cut costs rapidly. By creating 3D simulations driven by engine mechanics, the applications for AR and VR technologies are vast ranging from purely computer science oriented applications such as data and process simulations to mechanical equipment and environmental simulations. This can help users further familiarize with potential scenarios.
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Chaudhary, Ajay, Sateesh Kumar Peddoju, and Suresh Kumar Peddoju. "Cloud Based Wireless Infrastructure for Health Monitoring." In Virtual and Mobile Healthcare. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-5225-9863-3.ch003.

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The wireless infrastructure based devices can collect data for long period of time even with a tiny power source as they perform specific function of collection of health related data and sending to gateways. The sensing data of healthcare monitoring consumes low power but they had limited computation power to process this data, where the cloud computing plays a vital role and compliment the loophole of wireless infrastructure based systems. In cloud computing with its immense computation power for easily deployment of healthcare monitoring algorithms and helps to process sensed data. As these two technologies did great jobs in their respective fields a conflate framework of these two technologies may lead to a great architecture for healthcare applications. This chapter reviews complete state-of-the-art and several use cases related to healthcare monitoring using different wireless infrastructure and adapting cloud based technologies in providing the healthcare services.
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Carbonaro, Nicola, Pietro Cipresso, Alessandro Tognetti, et al. "Psychometric Assessment of Cardio-Respiratory Activity Using a Mobile Platform." In Wearable Technologies. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-5484-4.ch037.

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It is increasingly recognized that stress has negative effects on growing numbers of people. Stress assessment is a complex issue, but different studies have shown that monitoring user psychophysiological parameter during daily life can be greatly helpful in stress evaluation. In this context, the European Collaborative Project INTERSTRESS is aimed at designing and developing advanced simulation and sensing technologies for the assessment and treatment of psychological stress, based on mobile biosensors.In this study a wearable biosensor platform able to collect physiological and behavioral parameters is reported. The developed mobile platform, in terms of hardware and processing algorithms, is described. Moreover the use of this wearable biosensor platform in combination with advanced simulation technologies, such as virtual reality, offer interesting opportunities for innovative personal health-care solutions to stress.
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Garzotto, Franca, and Mirko Gelsomini. "Integrating Virtual Worlds and Mobile Robots in Game-Based Treatment for Children with Intellectual Disability." In Advances in Medical Technologies and Clinical Practice. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-9740-9.ch005.

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In recent years we have witnessed a rapid growth of learning applications for children with different kinds of disabilities. These tools exploit different learning paradigms and employ a gamut of “beyond the desktop” interaction modes and devices, including haptic controllers, (multi)touch small and large displays, digitally augmented physical objects, robots and motion-sensing cameras. Our research explores novel interactive solutions for children with intellectual disability who have significant limitations both in intellectual functioning, i.e., general mental capacity such as memory, attention, reasoning and problem solving, and in adaptive behavior, i.e., social and practical skills related to daily living (interpersonal relationships. social responsibility, ability to follow rules/obey laws, personal care). Our goal is to provide intellectually disabled children with game-based learning tools that integrate motion-based touchless interaction and interaction with mobile robots. In this chapter, we discuss the above issues and exemplify them by describing a set of games based on the above mentioned interaction paradigm that we have designed for IDD children in order to promote social and cognitive skills.
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Annett, Michelle, Fraser Anderson, and Walter F. Bischof. "Activities and Evaluations for Technology-Based Upper Extremity Rehabilitation." In Advances in Medical Technologies and Clinical Practice. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-9740-9.ch015.

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Recent advances in projection and sensing have resulted in an increased adoption of virtual reality, video games, and interactive interfaces to improve patient compliance with rehabilitation programs. In this chapter, we describe the application of multi-touch tabletop surfaces to physical and occupational rehabilitation programs that are focused on the upper extremities. First, we detail the participatory design processes undertaken with local physical and occupational therapists to design and integrate a ‘patient-friendly' multi-touch tabletop system in their workplace. We then explore the design considerations that informed the development of a suite of sixteen multi-touch interactive activities. The design considerations highlighted the need for customization and flexibility in the software, as well as the importance of supporting a variety of activity types. We then detail the laboratory-based methods that were used to evaluate the efficacy of the activity interventions as well as our deployment of the system in a local rehabilitation hospital. Our evaluation, which employed both qualitative and quantitative components (i.e., the Intrinsic Motivation Inventory, semi-structured interviews, kinetics and kinematics recorded from motion trackers and an electromyogram recorder), determined that it is the design of activities, rather than the utilization of technology itself, that impacts the success of technology-assisted rehabilitation. The chapter concludes with a discussion of the implications of our system and its deployment.
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Tzanetakis, George. "Natural Human-Computer Interaction with Musical Instruments." In Advances in Multimedia and Interactive Technologies. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-5225-0264-7.ch006.

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The playing of a musical instrument is one of the most skilled and complex interactions between a human and an artifact. Professional musicians spend a significant part of their lives initially learning their instruments and then perfecting their skills. The production, distribution and consumption of music has been profoundly transformed by digital technology. Today music is recorded and mixed using computers, distributed through online stores and streaming services, and heard on smartphones and portable music players. Computers have also been used to synthesize new sounds, generate music, and even create sound acoustically in the field of music robotics. Despite all these advances the way musicians interact with computers has remained relatively unchanged in the last 20-30 years. Most interaction with computers in the context of music making still occurs either using the standard mouse/keyboard/screen interaction that everyone is familiar with, or using special digital musical instruments and controllers such as keyboards, synthesizers and drum machines. The string, woodwind, and brass families of instruments do not have widely available digital counterparts and in the few cases that they do the digital version is nowhere as expressive as the acoustic one. It is possible to retrofit and augment existing acoustic instruments with digital sensors in order to create what are termed hyper-instruments. These hyper-instruments allow musicians to interact naturally with their instrument as they are accustomed to, while at the same time transmitting information about what they are playing to computing systems. This approach requires significant alterations to the acoustic instrument which is something many musicians are hesitant to do. In addition, hyper-instruments are typically one of a kind research prototypes making their wider adoption practically impossible. In the past few years researchers have started exploring the use of non-invasive and minimally invasive sensing technologies that address these two limitations by allowing acoustic instruments to be used without any modifications directly as digital controllers. This enables natural human-computer interaction with all the rich and delicate control of acoustic instruments, while retaining the wide array of possibilities that digital technology can provide. In this chapter, an overview of these efforts will be provided followed by some more detailed case studies from research that has been conducted by the author's group. This natural interaction blurs the boundaries between the virtual and physical world which is something that will increasingly happen in other aspects of human-computer interaction in addition to music. It also opens up new possibilities for computer-assisted music tutoring, cyber-physical ensembles, and assistive music technologies.
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Conference papers on the topic "Virtual sensing technologies"

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Liu, Guifang, Heli Lu, Jiulin Sun, and Xuemei Wang. "Virtual Huanghe River System: key technologies and their applications." In Remote Sensing, edited by Manfred Ehlers and Ulrich Michel. SPIE, 2007. http://dx.doi.org/10.1117/12.739234.

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Piszczek, Marek, Marcin Maciejewski, Mateusz Pomianek, and Mieczysław Szustakowski. "Optoelectronics technologies for Virtual Reality systems." In Twelfth Integrated Optics – Sensors, Sensing Structures and Methods Conference, edited by Tadeusz Pustelny and Przemyslaw Struk. SPIE, 2017. http://dx.doi.org/10.1117/12.2281790.

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Erikson, Craig, and Wade Hundley. "Advancements in related technologies bring virtual reality to GIS." In Aerospace/Defense Sensing and Controls, edited by Nickolas L. Faust. SPIE, 1996. http://dx.doi.org/10.1117/12.242974.

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Kunze, Kai. "Open Smart Eyewear: From Sensing to Human Amplification and Scaffolding Technologies." In 2017 International Symposium on Ubiquitous Virtual Reality (ISUVR). IEEE, 2017. http://dx.doi.org/10.1109/isuvr.2017.22.

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Hazra, Jagabondhu, K. Das, Ashok Pon Kumar, B. Narayanaswamy, Deva P. Seetharam, and Nis Jespersen. "Optimal utilization of power transformers through virtual sensing." In 2013 4th IEEE/PES Innovative Smart Grid Technologies Europe (ISGT EUROPE). IEEE, 2013. http://dx.doi.org/10.1109/isgteurope.2013.6695409.

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"Emerging display technologies - new systems and applications: from images to sensing, interaction and enhancement." In IEEE Proceedings. VR 2005. Virtual Reality, 2005. IEEE, 2005. http://dx.doi.org/10.1109/vr.2005.1492818.

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Wang, Jing, Bo Li, Aojie Zhao, and Xianlin Song. "Virtual compressed sensing photoacoustic tomography using BPDN algorithm based on k-space." In Digital Optical Technologies 2021, edited by Christophe Peroz and Bernard C. Kress. SPIE, 2021. http://dx.doi.org/10.1117/12.2592183.

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Avino, Giuseppe, Marina Giordanino, Pantelis A. Franzoudis, et al. "A MEC-based Extended Virtual Sensing for Automotive Services." In 2019 AEIT International Conference of Electrical and Electronic Technologies for Automotive (AEIT AUTOMOTIVE). IEEE, 2019. http://dx.doi.org/10.23919/eeta.2019.8804512.

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Maciejewski, Marcin, Mateusz Pomianek, and Marek Piszczek. "Information potential of the 3D GIS application with the use of virtual technologies." In Earth Resources and Environmental Remote Sensing/GIS Applications, edited by Ulrich Michel and Karsten Schulz. SPIE, 2018. http://dx.doi.org/10.1117/12.2325571.

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Ahmad, Iftikhar, GulSayyar Ali, Muhammad Bilal, and Arshad Hussain. "Virtual sensing of catalytic naphtha reforming process under uncertain feed conditions." In 2018 International Conference on Computing, Mathematics and Engineering Technologies (iCoMET). IEEE, 2018. http://dx.doi.org/10.1109/icomet.2018.8346447.

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